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September 26th, 2008, 01:22 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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LA Ulm - Undead Commander
LA Ulm got a nice upgrade with the Bane of Heresy wielding undead guys. I tried mass producing them to counter sacred hydras made by pythium. A great strat, no?
Well, everything was peachy keen until I realized that Ulm has terrible mages for commanding undead since they were originally designed without the undead in mind.
I think LA Ulm either needs a level 0-1 summon in one of Ulm's non-random paths to move around all those undead (intended to fend off quick sacred rushes), or a recruitable commander that can guide undead, or an increase in the blood/death paths available to mages.
That is all.
Jazzepi
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September 26th, 2008, 01:42 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: LA Ulm - Undead Commander
LA Ulm starts with Death income. If you take pretender with Death, the earliest cheap undead commander is Ench 2, Mound King.
The earliest available commander, of course, would be the Vampire Count. A bit expensive for moving the undead around, but he can also be used as a thug, especially for defense when the fights mostly take place within flying distance from the capital.
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September 26th, 2008, 01:57 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: LA Ulm - Undead Commander
Quote:
Originally Posted by Endoperez
LA Ulm starts with Death income. If you take pretender with Death, the earliest cheap undead commander is Ench 2, Mound King.
The earliest available commander, of course, would be the Vampire Count. A bit expensive for moving the undead around, but he can also be used as a thug, especially for defense when the fights mostly take place within flying distance from the capital.
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Boo-hiss. I understand he's around, but you only get death off of fortune tellers 1/4 of the time and I'm not sure that's the mage you want to be recruiting from your cap for the first 6-7 turns of the game just so that you can get a single death random.
Jazzepi
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September 26th, 2008, 02:25 AM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: LA Ulm - Undead Commander
What about your Pretender? Lots of nations (Abyssia comes to mind) get units that they have trouble summoning and using to their full potential, "out of the box". By putting a point or two of Death on your Pretender-especially if he's awake-you can summon mound kings, counts, etc. without having to worry about random picks. It's not ideal, ofcourse, but even making him asleep lets you decide whether you want to try for a random death pick (if you're close to Pythium) with those relatively inferior mages, while still knowing you have a Death mage waiting in the wings. And that choice between two ways to go can be important in the early rounds of a MP.
__________________
You've sailed off the edge of the map--here there be badgers!
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September 26th, 2008, 02:26 AM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: LA Ulm - Undead Commander
Fortune tellers are definitely something you want to recruit for the first couple of turns as they prevent bad luck. Something you probably have as you are playing LA Ulm.
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September 26th, 2008, 07:08 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: LA Ulm - Undead Commander
Quote:
Originally Posted by Jazzepi
Quote:
Originally Posted by Endoperez
LA Ulm starts with Death income. If you take pretender with Death, the earliest cheap undead commander is Ench 2, Mound King.
The earliest available commander, of course, would be the Vampire Count. A bit expensive for moving the undead around, but he can also be used as a thug, especially for defense when the fights mostly take place within flying distance from the capital.
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Boo-hiss. I understand he's around, but you only get death off of fortune tellers 1/4 of the time and I'm not sure that's the mage you want to be recruiting from your cap for the first 6-7 turns of the game just so that you can get a single death random.
Jazzepi
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Fortune tellers are precisely what you want to recruit, as the bonus is additive, i.e. two fortune tellers have 2x the chance of preventing a bad event of just one fortune teller. Once the sum of fortune tellinggoes past 100, no bad events can occur.
Black priests can be recruited later when you have enough fortune tellers.
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September 26th, 2008, 08:36 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: LA Ulm - Undead Commander
I raised this issue with ko when i took a look at LA Ulm as one of the unpicked races in Kingmaker.
Though my memory may be off, I believe he said it was not an intentional thing, that the Bane of Heresy guys were added sort of near the end. But I do not recall him saying he was going to fix it either.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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September 26th, 2008, 10:39 AM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: LA Ulm - Undead Commander
I probably did not say. I refrain from giving such unvague promises
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September 26th, 2008, 11:27 AM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
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Thanked 54 Times in 39 Posts
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Re: LA Ulm - Undead Commander
1/4 of the fortune tellers can lead 30 of them; Ulm's Vampire Counts can lead a mass of them. Also their blood mages have a limited undead leadership. That's sufficient, IMO.
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September 26th, 2008, 11:36 AM
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Corporal
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Join Date: Jul 2007
Posts: 106
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: LA Ulm - Undead Commander
Ghoul Guardian is a bad choice against Hydras. They are not mindless and rout quickly.
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